Million Arthur: Arcana Blood/Thief Arthur

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Thief Arthur

Profile

Name: Thief Arthur
Voice Actress: Ayane Sakura
Element: Wind
Health: 18000

Overview

High mobility character with a lot of multi-hitting moves. Has many options for approaching, good pressure, a command grab, and can convert off touches easily. Has 2 airdashes, which also allows her to double jump after either a single airdash or a superjump.

Recommended Support Knights

  • Evaine: 1-cost ice assist. Gives an alternate projectile to 236D and can counter-hit after with D buttons.
  • Balin: 2-cost fire assist. Covers a huge amount of space in neutral, also useful for counter element.
  • Sorcery King: 2-cost ice assist. Somewhat similar to Balin in neutral but covers far less vertical space, and can counter-hit after with D buttons
  • Uasaha: 3-cost wind assist for ending Enchant Boost combos. Highly recommended as your damage output will increase significantly.
  • Mercenary Arthur: 2-cost fire assist. Can cancel after Uasaha for counter element and confirm into ground Million Skill/Excalibur.
  • Aife: 2-cost wind assist. Can be used before Uasaha to combo where the opponent would usually be too high.

Normal Moves

5A
5A
MAAB Thief 5A.png
Damage Guard Startup Active Recovery Frame Adv Attribute
- HLA 6f - - -2 -

Standard jab, can cancel into itself once (third hit onward will be autocombo) or 2A. Jump cancellable.

5AAA
5AAA
MAAB Thief 5AAA.png
Damage Guard Startup Active Recovery Frame Adv Attribute
- HLA 6f - - -4 Wind

Autocombo. Hits twice, deals small bit of elemental damage. Can cancel into B buttons. Not jump cancellable.

5AAAA
5AAAA
MAAB Thief 5AAAA.png
Damage Guard Startup Active Recovery Frame Adv Attribute
- HLA 9f - - -6 -

Autocombo. Hits twice. Can cancel into C buttons. Not jump cancellable.

5AAAAA
5AAAAA
MAAB Thief 5AAAAA.png
Damage Guard Startup Active Recovery Frame Adv Attribute
- HLA 14f - - -8 -

Autocombo. Launches. Not jump cancellable despite sharing 6C's animation.

5AAAAAA
5AAAAAA
MAAB Thief 5AAAAAA.png
Damage Guard Startup Active Recovery Frame Adv Attribute
- HLA 12f - - -17 -

Autocombo. Visually identical to 63214D. There's a very large gap between the first part of the move and the falling kick. Gives a ton of meter compared to using 63214D manually.

5B
5B
MAAB Thief 5B.png
Damage Guard Startup Active Recovery Frame Adv Attribute
- HLA 7f - - -3 -

Fast, multi-purpose jump cancellable normal. Use this in combos if you're not sure how to pick up an airborne opponent while grounded. Moves Thief forward slightly, enough recovery on whiff to be dangerous.

5C
5C
MAAB Thief 5C.png
Damage Guard Startup Active Recovery Frame Adv Attribute
- HLA 16f - - -3 -

Moves forward slightly. Not jump cancellable outside of Enchant Boost, but is generally safe on block.

6B
6B
MAAB Thief 6B.png
Damage Guard Startup Active Recovery Frame Adv Attribute
- HLA 11f - - -7 -

Longer range but slower than 5B, serves a similar purpose in combos and pressure. Inputting B again after 5B will give you this normal without having to manually hold 6. Jump cancellable.

6C
6C
MAAB Thief 6C.png
Damage Guard Startup Active Recovery Frame Adv Attribute
- HL 11f - - -8 -

Woefully short horizontal range, but decent vertical range. Some invulnerability to air attacks and air unblockable if used raw. Jump cancellable.

2A
2A
MAAB Thief 2A.png
Damage Guard Startup Active Recovery Frame Adv Attribute
- - 6f - - -2 -

Fastest low that can cancel into itself once (third hit onward will be autocombo) or 5A. Jump cancellable.

2B
2B
MAAB Thief 2B.png
Damage Guard Startup Active Recovery Frame Adv Attribute
- - 8f - - -6 -

Hits low and has good reach, but will not always connect after 6B as it is slightly shorter. Jump cancellable.

2C
2C
MAAB Thief 2C.png
Damage Guard Startup Active Recovery Frame Adv Attribute
- HLA 10f - - -11 -

Two-hit upward slash. Can work as a pre-emptive anti-air with better horizontal range than 6C, but has zero invulnerability. Ideally used to pick up airborne opponents when grounded, but this isn't always possible. Both hits jump cancelable.

j.A
j.A
MAAB Thief jA.png
Damage Guard Startup Active Recovery Frame Adv Attribute
- HA 6f - - - -

Fastest air normal, self and jump cancellable.

j.B
j.B
MAAB Thief jB.png
Damage Guard Startup Active Recovery Frame Adv Attribute
- HA 9f - - - -

Very good hitbox, jump cancellable

j.C
j.C
MAAB Thief jC.png
Damage Guard Startup Active Recovery Frame Adv Attribute
- HA 10f - - - -

Not jump cancellable outside of Enchant Boost. Good horizontal range at the tip of the dagger.


Elemental Attacks

5D
Leap Slash
5D
MAAB Thief 5D.png
Damage Guard Startup Active Recovery Frame Adv Attribute
- - 27f - - -4 Wind

Rather obvious overhead with startup that can easily be mashed out of, but is safe on block. Can link into 2A if you hit a crouching opponent. Launches on counter-hit.

2D
Sneak Kill
2D
MAAB Thief 2D.png
Damage Guard Startup Active Recovery Frame Adv Attribute
- - 18f - - -8 Wind

Sweep. Better knockdown than ground 63214D at the cost of damage.

j.D
Revolve Thrust
j.D
MAAB Thief jD.png
Damage Guard Startup Active Recovery Frame Adv Attribute
- HA 13f - - - Wind

Two-hit axe kick, large hitbox. Not special cancellable outside of Enchant Boost.


Throws

5/6B+C
Forward Throw
5/6B+C
MAAB Thief FT.png
Damage Guard Startup Active Recovery Frame Adv Attribute
- Throw 7f - - - Throw
4B+C
Back Throw
4B+C
MAAB Thief BT.png
Damage Guard Startup Active Recovery Frame Adv Attribute
- Throw 7f - - - -
j.B+C
Air Throw
j.B+C
MAAB Thief AT.png
Damage Guard Startup Active Recovery Frame Adv Attribute
- Throw 5f - - - -


Special Moves

236A/B/C
Hold Trick
236A/B/C
MAAB Thief 236.png
Damage Guard Startup Active Recovery Frame Adv Attribute
- - 8f(A) 13f(B) 14f(C) - - -11(A/B/C) -

Blockable hitgrab, used for sideswapping mid-combo. Travels different distances depending on button used.

236D
Twin Daggers
236D
MAAB Thief 236D.png
Damage Guard Startup Active Recovery Frame Adv Attribute
- HLA 16f(ground) 23f(air) - - -9(ground) Wind

Throws two small projectiles that travel in a helix pattern. Air version goes downwards at a 45 degree angle and has quite a bit of recovery.

63214D
Whirlwind
63214D
MAAB Thief 63214D.png
Damage Guard Startup Active Recovery Frame Adv Attribute
- - 12f(ground) 9f(air) - - -17(ground) Wind

Ground version travels diagonally upwards and air version stays in place. Standard combo ender, air version gives better knockdown than ground version.

j.623A/B/C
Wire Shot
j.623A/B/C
MAAB Thief j623A.png
~A
MAAB Thief j623B.png
~B
MAAB Thief j623C.png
~C
Damage Guard Startup Active Recovery Frame Adv Attribute
N/A - - - - - -

Wire swing. A version goes backwards, B stays in place, C goes forward. Cancellable into normals after 14f(A and B versions) or 18f(C version)


Million Skill

236XX
Sniping Tempest
236XX
MAAB Thief MS1.png
Damage Guard Startup Active Recovery Frame Adv Attribute
- - - - - -4 -

Projectile super that tracks pretty well and is safe on block. Can Enchant Boost Cancel the last hit if you really need to.

j.236XX
Catch and Barrage
j.236XX
MAAB Thief MS2.png
Damage Guard Startup Active Recovery Frame Adv Attribute
- - - - - -39 -

Last few hits deal elemental damage. Recovers in the air, but does not knock down.


Million Excalibur

United Excalibur
214XX
MAAB Thief ME.png
Damage Guard Startup Active Recovery Frame Adv Attribute
- - - - - -37 -


Combos

Solo Combos

A Starter

  • 5/2A > 5BB > 2B > 5C > ender
Basic full chain route, can also act as a base for blockstrings as all B buttons are jump-cancellable and 5C is safe on block. 2D will give a better knockdown than 63214D at the cost of damage.
  • 5/2A > 5BB > 2B > j.B [VERY SLIGHT DELAY] j.D land 5A > 5BB > 2B > 5C > ender
Standing opponent, does not work on Bisclavret/Nimue/Koume. Length of this combo means you won't be able to do an enchant boost extension. Meter gain is comparable to an autocombo, but takes significantly more effort.

6C Starter

  • 6C > j.B > j.D land 5B > air stuff

Support Knight Combos

6C Starter

  • 6C > j.A > jB > dj.B > j.C > Sorcery King, j.63214D, airdash j.D land 2C stuff

Enchant Boost Extensions

  • starter > 63214D A+B+C airdash j.A > j.D, land 6B > 2C(1) > j.A > j.C > j.D(1) > j.63214D > Uasaha
Use when starter has one or fewer A buttons.
  • starter > 63214D A+B+C airdash j.A > j.D, land 2C > j.A > j.C > j.D(1) > j.63214D > Uasaha
Use when starter has up to two A buttons or is a jump-in.
  • starter > A+B+C airdash j.AA > j.C land j.A > j.C > j.D(1) > j.63214D > Uasaha
For reaching 2.0x bonus off a j.D starter on a grounded opponent.
  • starter > A+B+C airdash j.AA dj.A > j.C > j.D(1) > j.63214D > Uasaha
The "I don't know how much scaling my combo has" extension. Reaches a 1.9x bonus rather than 2.0, but works off anything including autocombo and j.D starters.
  • Throw, A+B+C airdash j.C land 6B > 5C > j.C > j.D land 5B > j.A > j.C > j.D(1) > j.63214D > Uasaha
Enchant Boost makes 5C jump cancellable. Note that against everyone except Snow White, you will have to jump in the opposite direction after the 5B as they will end up behind you...unless your opponent is in the corner, in which case you don't have to worry and can jump in the same direction. Replace 5C with 2C to avoid sideswap in exchange for damage, which works on all characters outside of the corner except Nitou.
  • Air throw, A+B+C airdash j.B delay j.D(1), rejump j.A > j.C delay j.D(1), rejump j.A > j.C > j.D(1) > j.63214D > Uasaha
If the first j.D is delayed too much, it won't actually come out. If the second j.D isn't delayed enough, you won't get the second rejump.
  • (airborne opponent) 5A/5B/6B A+B+C 5B/2C > j.B > j.D land 5B > j.A > j.C > j.D(1) > j.63214D > Uasaha
5B is the easiest normal to use for pickups, can be substituted with 6B or 2C in certain situations. Works off j.D starter on an airborne opponent. 6B A+B+C 2C is max damage, but isn't always possible. If 5B is used before A+B+C, 2C must be used after, as a third 5B will drop.
  • (airborne opponent) airdash j.C A+B+C land 5C > j.C > j.D land 5B > j.A > j.C > j.D(1) > j.63214D > Uasaha
Concept for converting from a relatively close assist hit (most likely Balin) into airdash, will do a bit less damage than above combo but does not require landing first. Fall a bit before doing j.C to ensure you're low enough for 5C to land.
  • (Balin hit) microdash 5C A+B+C, 5C > j.C > j.D land 5B > j.A > j.C > j.D(1) > j.63214D > Uasaha
Experiment with range to see how far you can be for a max range 5C to hit.

Videos

5AA > 5BB > 2B > 5C > 2D > Support Knight Faye, j.D land 5B > j.A > j.B > j.C > j.63214D
Autocombo (5AAAAA) > Million Excalibur

Colors

Color 1 Color 2 Color 3 Color 4 Color 5 Color 6
Thief 1.png
Thief 2.png
Thief 3.png
Thief 4.png
Thief 5.png
Thief 6.png
Color 7 Color 8 Color 9 Color 10 Color 11 Color 12
Thief 7.png
Thief 8.png
Thief 9.png
Thief 10.png
Thief 11.png
Thief 12.png
Color 13 Color 14 Color 15 Color 16 Color 17 Color 18
Thief 13.png
Thief 14.png
Thief 15.png
Thief 16.png
Thief 17.png
Thief 18.png
Color 19 Color 20 Color 21
Thief 19.png

External Links

Million Arthur: Arcana Blood
General

ControlsFAQHUDSupport KnightsSystem

Characters

Nitou Arthur (Twinblade Arthur)Iai ArthurThief ArthurArthur Blade ProtectorBisclavretZex (Zechs) SiegfriedNimueEternal FlameSnow WhiteRieszYamaneko Arthur (Wildcat Arthur)Koume SakiyamaIori Yagami